BUG: If the server and the client don't have the same port number configured in artemis.ini, the client will auto-discover the server but can't connect to it. This is likely because the port number isn't included in the server's response to the client's UDP broadcast, so the client just uses the port in its own artemis.ini. The server should include the port number in its response, and the client should use that port instead of the one in artemis.ini.

ISSUE: fleet_ai commonality in vesselData.xml is currently being ignored for friendly race tagged ships.__________________Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.

Originally Posted by mwickISSUE: CRASH if comms hits 'enter' to send a text chat without any message in the message box.

Confirmed I see this as well. It works fine from the console selection screen with Comms checked, but once in Game from the Comms console it causes the client to crash. I'd call this a BUG instead of an ISSUE.

Confirmed I see this as well. It works fine from the console selection screen with Comms checked, but once in Game from the Comms console it causes the client to crash. I'd call this a BUG instead of an ISSUE.

More info... the bug seems to be on the receive side, since I tried it with multiple Comms clients connected, and ALL of them crashed when an empty message was sent.

Originally Posted by ryleyraI've looked over the vesselData file. I understood that the Scout and Light Cruiser were supposed to have the largest supply of probes, beacons and tags, and yet the TSN Scout has the smallest supply, with only 3 of each. The Missile Cruiser actually has the largest supply, with 12 beacons, 15 probes and 6 tags. And the Ximni Scout has 5 of each, which isn't consistent with the TSN Scout. Is this intentional?

Kestr and I talked with Thom about this last night. It is an oversight that will be corrected shortly. Expect the loadouts to be more reasonable by the time of Armada.

Quote:

Originally Posted by ryleyraAccording to the patch notes, when an anomaly containing a beacon is created in a script, it can be set with the type of monster it will affect, and whether it will repel or attract. However, when the anomaly is picked up, the beacon is added to the ship's supply of ordinance, and the beacon can be reprogrammed before it's fired. Assuming the same thing happens in non-script game modes, this feature is useless, there's no need to list what the beacon will attract/repel.

I haven't used it yet, but I believe the feature is not useless. A script could, for example, depict a Skaraan dropping an "Attract Sharks" beacon right beside DS1. Unless a player ship comes to scoop up that beacon fast DS1 will find itself knee deep in sharks!

A script might also depict Arvonian ships deploying beacons to repel whales from dangers such as black holes or Torgoths.

A script might also depict poachers using beacons to attract sharks to harvest Vigoranium Nodules, or whales to harvest Cetrocite Crystals.

Once deployed, every beacon has a limited power supply (i.e. an on-board timer). In theory, after a beacon burns out it may be scooped up and re-used. Mission scripts do NOT have control over that timer - it always starts the moment the beacon is instantiated. This means that if you start your mission with lots of beacons on the map, they will all burn out at the same moment.__________________"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."- Winston Churchill

I haven't used it yet, but I believe the feature is not useless. A script could, for example, depict a Skaraan dropping an "Attract Sharks" beacon right beside DS1. Unless a player ship comes to scoop up that beacon fast DS1 will find itself knee deep in sharks!

That may be the intention, but from my testing dropping the anomaly drops an anomaly, not a beacon. In other words, you have to pick up the anomaly to collect the beacon and then drop it again.

The ability to place a beacon in a script would be a helpful one, but unless that anomaly repels or attracts monsters like a beacon would I'm pretty sure that's not how it works. I will see if I can get a beacon to run out and pick it back up again. (Maybe it turns back into an anomaly?)

I haven't used it yet, but in my conversation with Thom last night he described how a script could set an Anomaly's parameters to be a beacon with a certain monster type that would be attracted or repelled, and the timer would start the moment it was instantiated. Maybe there is a bug(?).__________________"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."- Winston Churchill

Originally Posted by Mike SubstelnyI haven't used it yet, but in my conversation with Thom last night he described how a script could set an Anomaly's parameters to be a beacon with a certain monster type that would be attracted or repelled, and the timer would start the moment it was instantiated. Maybe there is a bug(?).

It is possible that a beacon appears on the map as an anomaly. I never paid much attention to it in testing, noting only that a torpedo now appears as a little arrow instead of a red dot, but it would explain how it is possible to pick beacons back up. I'll have to take a look.

Cleverly enough, that means Thom didn't have to reuse the graphic for a mine, or modify mines to have them act as a beacon. All he needed was a new anomaly and a way to drop it.

This also implies that future anomalies could have in game effects PRIOR to being picked up.

Was it just the server? Or all consoles at once?__________________Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.

Is the server running the latest windows 10 update? I've been hearing the creator's update really tanked directX performance, and the skyboxes might be adding to it. __________________Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.

Originally Posted by MarkBellIs the server running the latest windows 10 update? I've been hearing the creator's update really tanked directX performance, and the skyboxes might be adding to it.

I experienced random server crashes on Windows 10 Pro as well. Could start it back up WITHOUT a system restart though. Over 5 hours the server crashed 4 times. Fairly new clean install. I'll double-check the exact version in the next day or so - I have to get at the machine.

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